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<blockquote data-quote="Zardnaar" data-source="post: 8056866" data-attributes="member: 6716779"><p>War Cleric. </p><p></p><p> Wrapping up the PHB. At first glance the war cleric looks amazing. Heavy armor, martial weapons,some paladin spells and a great looking channel divinity. Overall top marks on the phb for themes for most of the clerics. </p><p></p><p> The war cleric however gas a large glaring flaw. That is MAD. To use your heavy armor effectively and to melee you need a high strength. And a decent constitution and you're still a cleric so wisdom is useful. </p><p></p><p> You could go dex based and go ranged but you still get MAD and you may as well play a different cleric if you're going ranged. New Gish type archetypes are getting to use their spellcasting stats to key weapon attacks off as the designers have figured this out. </p><p></p><p> On the plus side mist if your abilities function with spelks but once again play a different cleric. </p><p></p><p> High rolled stats or fauntlets can make these problems go away and function as intended IMHO. Several other clerics are strangely competitive even in the niche a war cleric seems designed for. </p><p></p><p> Be a better cleric IMHO than trying to be a bad fighter. Still heavy armor and martial weapons can be useful. </p><p></p><p> The war cleric gets a decent spell list. Most are cleric spells with a sprinkling of paladin and wizard spells. </p><p></p><p> War Priest. </p><p> A nice ability that can be used with ranged or melee weapons. Extra attacks as a bonus action are always useful but you don't get many of them and it's keyed off wisdom. See previous comments about MAD. </p><p></p><p> Guided Strike. </p><p> This is a great ability that it best used to make sure a spell connects such as guiding bolt. This feature interacts well with the -5/+10 feats but is so limited I think I would prefer to use it to make sure you hit with a spell. At least this ability is always useful in combat. </p><p></p><p> Divine strike. </p><p></p><p>Extra damage typical cleric ability. This is based on the weapon you are using. It's weaker than some of the other cleric weapon damage however IMHO such as radiant or nature clerics choice of elemental damage. </p><p></p><p> Overall the war cleric is a disappointment IMHO. It's the closest thing to a trap option due to MAD. Even with good to great rolled stats it's still outclassed by the Tempest cleric IMHO. Sure you can take one of the -5/+10 feats but I would rather take say warcaster. </p><p></p><p> For this reason the war cleric is going to be the first cleric ranked D. Even with the best stats rolled (eg 18,18,16 or similar) it's no higher than B as with stats that high there's still better options.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 8056866, member: 6716779"] War Cleric. Wrapping up the PHB. At first glance the war cleric looks amazing. Heavy armor, martial weapons,some paladin spells and a great looking channel divinity. Overall top marks on the phb for themes for most of the clerics. The war cleric however gas a large glaring flaw. That is MAD. To use your heavy armor effectively and to melee you need a high strength. And a decent constitution and you're still a cleric so wisdom is useful. You could go dex based and go ranged but you still get MAD and you may as well play a different cleric if you're going ranged. New Gish type archetypes are getting to use their spellcasting stats to key weapon attacks off as the designers have figured this out. On the plus side mist if your abilities function with spelks but once again play a different cleric. High rolled stats or fauntlets can make these problems go away and function as intended IMHO. Several other clerics are strangely competitive even in the niche a war cleric seems designed for. Be a better cleric IMHO than trying to be a bad fighter. Still heavy armor and martial weapons can be useful. The war cleric gets a decent spell list. Most are cleric spells with a sprinkling of paladin and wizard spells. War Priest. A nice ability that can be used with ranged or melee weapons. Extra attacks as a bonus action are always useful but you don't get many of them and it's keyed off wisdom. See previous comments about MAD. Guided Strike. This is a great ability that it best used to make sure a spell connects such as guiding bolt. This feature interacts well with the -5/+10 feats but is so limited I think I would prefer to use it to make sure you hit with a spell. At least this ability is always useful in combat. Divine strike. Extra damage typical cleric ability. This is based on the weapon you are using. It's weaker than some of the other cleric weapon damage however IMHO such as radiant or nature clerics choice of elemental damage. Overall the war cleric is a disappointment IMHO. It's the closest thing to a trap option due to MAD. Even with good to great rolled stats it's still outclassed by the Tempest cleric IMHO. Sure you can take one of the -5/+10 feats but I would rather take say warcaster. For this reason the war cleric is going to be the first cleric ranked D. Even with the best stats rolled (eg 18,18,16 or similar) it's no higher than B as with stats that high there's still better options. [/QUOTE]
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